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*Dungeons & Dragons
[Warlords] Should D&D be tied to D&D Worlds?
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<blockquote data-quote="urLordy" data-source="post: 6144456" data-attributes="member: 6747028"><p>Wait, you really can't think of any plausible <em>in-game</em> reasons? None at all? For example, something involving magical bloodlines and nurturing of genetic talents?</p><p></p><p>I'm not sure where you were going with that. If you want me to admit that some class distinctions are metagame-y, I've already acknowledged it. For example, why can't a sorcerer express his/her innate magic talent without an opportunity cost against real-life training -- if sorcery is innate, then why is the sorcerer smoking weed all day and practicing fireballs instead of training alongside fighters? I admit it, it's for game balance; it's not fair for a sorcerer to be just as good as a fighter and also have sorcery skills (unless it was a campaign where everyone had a magical talent or knack). And classes like the sorcerer were designed years after the 1e classes which were based on hard training. But even in 1e, if classes are distinguished in-game by long hours of hard training, why aren't elves better than their human counterparts -- were they smoking weed all day? And so it goes.</p><p></p><p>I'll happily acknowledge all sorts of other awkwardly metagamey rules like how a thief can make a saving throw vs a fireball that fills a 10x10 room.</p><p></p><p>I admit all that, yet the warlord is different for me. It's class distinction is x degrees more metagamey than the others. Other metagamey character origins are there at creation and then forgotten, swept under a rug. Weird saving throws stay in their corners. But the warlord is like a walking plot device, it's always there, with its outcome-based effects and often no clearly implied cause and effect, and I dislike it for caring so little about its controversial status, and failing so badly to get people with my taste onboard. Sometimes, it's not very hard, you know, to come up with a good story to support an obvious metagame construct. But sometimes, it's just too obvious - and that's why I'd like to see a different implementation of non-magical healing, if I had any choice in the matter, which I don't, except by the decision of which gaming group to join.</p><p></p><p>I've admitted all that. So what would you like to admit to?</p></blockquote><p></p>
[QUOTE="urLordy, post: 6144456, member: 6747028"] Wait, you really can't think of any plausible [I]in-game[/I] reasons? None at all? For example, something involving magical bloodlines and nurturing of genetic talents? I'm not sure where you were going with that. If you want me to admit that some class distinctions are metagame-y, I've already acknowledged it. For example, why can't a sorcerer express his/her innate magic talent without an opportunity cost against real-life training -- if sorcery is innate, then why is the sorcerer smoking weed all day and practicing fireballs instead of training alongside fighters? I admit it, it's for game balance; it's not fair for a sorcerer to be just as good as a fighter and also have sorcery skills (unless it was a campaign where everyone had a magical talent or knack). And classes like the sorcerer were designed years after the 1e classes which were based on hard training. But even in 1e, if classes are distinguished in-game by long hours of hard training, why aren't elves better than their human counterparts -- were they smoking weed all day? And so it goes. I'll happily acknowledge all sorts of other awkwardly metagamey rules like how a thief can make a saving throw vs a fireball that fills a 10x10 room. I admit all that, yet the warlord is different for me. It's class distinction is x degrees more metagamey than the others. Other metagamey character origins are there at creation and then forgotten, swept under a rug. Weird saving throws stay in their corners. But the warlord is like a walking plot device, it's always there, with its outcome-based effects and often no clearly implied cause and effect, and I dislike it for caring so little about its controversial status, and failing so badly to get people with my taste onboard. Sometimes, it's not very hard, you know, to come up with a good story to support an obvious metagame construct. But sometimes, it's just too obvious - and that's why I'd like to see a different implementation of non-magical healing, if I had any choice in the matter, which I don't, except by the decision of which gaming group to join. I've admitted all that. So what would you like to admit to? [/QUOTE]
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[Warlords] Should D&D be tied to D&D Worlds?
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